external image sims3_logo_ver842765.png
Image courtesy of thesims3.com

Definition:
Architecture, goal setting, critical thinking, creativity, economics, managing, and engaging are all linked to one video game: The Sims 3. The Sims 3 is a life simulation game at the hands of the players. Players are able to create a person and live that person’s life. Players can even create a city and house for their person or family to live. The Sims 3, however, is not a Web 2.0 tool because it costs $49.99 just for the base game. Fortunately, the website, thesims3.com, offers players many Web 2.0 tools to make the game more engaging, realistic, and educational. For instance, when building the city, players will have to use the Web 2.0 tool called The Sims 3 Create a World, which is a free download. While using the Create a World tool, a new city is at the players’ finger tips as they construct a city from scratch . Players become the architect and governor to decide where to build roads, sidewalks, houses, community lots, trees, parks, etc, which is much like an earlier game called SimCity. After the city is created, players can upload their city to their game and to the Sims 3 Exchange to share with players around the world. Another Web 2.0 tool that is found on the website is called The Sims 3 Exchange, which is a place where people involved in the Sims community can create and exchange objects, lots, people, and cities that have not been invented or part of the game with other enthusiasts. Another Web 2.0 tool that is offered on the website is My Studio where Sims’ fans can produce videos and children stories to share on the community page, YouTube, and other social networking sites. Lastly, there is the discussion forum where Simians can share ideas, inventions, ask questions, or answer questions. The webpage offers many Web 2.0 tools that are participatory and will engage students to bring a hobby and academics together to fashion and mash fun and learning.

Currently in the education world, there is a problem with student motivation. Students no longer want to read, write, think, or work. Students believe that they are at school to see the teacher work. In reality, it is the complete opposite. Teachers are not paid to work for the students. Teachers are paid to scaffold and lead students to discoveries. Teachers are like coaches where they are to motivate students to do their best. Adding a project with The Sims 3 is a way for a teacher to increase student motivation and learning. “Doing something because it interests [students] makes it a different kind of activity than doing it because [the student is] reaping an external reward” (Shirky, 2010, p. 72). Many students will not work for an external reward such as a grade. Some students no longer care if they get an A or F. There is a problem with student motivation because students are not engaged in traditional classroom activities, structure, and grading system. Teachers need to ignite and lead students to “discover what they can use to motivate themselves” (Ferlazzo, 2011, p. 3). Students in the 21st century need to be taught differently than past students because “students ‘will not work to learn’ unless they see how lessons can help them with their short or long term goals” (William Glasser, 1988, pg. 21) and see immediate connection to their lives. To help increase motivation and learning in school, video games, such as The Sims 3, are tools that will reach more students. The Sims 3 is not just a video game. The Sims 3 allows players to live a virtual life; students will use their creativity, money managing skills, set goals, work toward goals, and deal with everyday problems. Instead of spending hours at home playing video games, these Web 2.0 tools will allow students to not only spend hours at home playing video games, but students will be spending hours at home playing video games, doing homework, and learning while having fun. Students will not be doing homework because they have to. Video games will allow students to do homework for an intrinsic value because they want to. Students seem to find the time to play hours of video games at home but never find time to complete all of their homework and/or study for tests. Since students are human beings and human beings “have always found the time to do things that interest us” (Shirky, 2010, p. 20), teachers need to be sneaky and innovative on how they assign homework and projects. A video game is a way of assigning homework without the students realizing it is homework. According to Kurt Squire, author of Video Games and Learning, a good video game that should be implemented into the classroom should have the following attributes: academic knowledge, sophisticated game design, offer many ways to play it, engaging, are ideological worlds, participatory, stir creativity, and accurate. The Sims 3 offers all of these traits and more. The Sims 3 and webpage, thesims3.com, is a world within a world that can be captured into the classroom. To help further understand how to use the Create a World Tool, Sims Exchange, and My Studio, check out the videos below.

How to create a world parts 1 and 2 by Thesimsupply


Custom exchange image tutorial by Synergy9k and
Official movie maker trailer by VisoGames





History:

The world of The Sims is not new. It has been around for over twenty years (Moss, 2011). The series was developed by Will Wright in 1987, when Wright partnered with Jeff Braun to create the company, Maxis. Maxis would later solely turn into Electronic Arts (EA) according to Moby Games in 2004. Soon after the partnership in 1987, the first version of SimCity was released in 1989 (Moss, 2011). Below is a picture of the first SimCity game.

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Courtesy ofhttp://arstechnica.com/gaming/reviews/2011/06/history-of-sim-games-part-1.ars
SimCity started as simulation game to design a city as a mayor. Players would build housing lots, commercial lots, industrial lots, power lines, and roads. The goal was to make money every year so players could continue to buy new necessities for the town. The town had to have balance between work, housing, fun, and protection. As technology improved, so did the game. The next version of the SimCity was based on the same concept but with enhanced graphics. Also, players were allowed to build more industries and commercial zones such as casinos. Also, players needed to update and install a water system with working pipes. As the city grew, players also had to finance and build a highway system, subway system, and rail system to keep the citizens happy.

As technology improved again, the game changed its focus. Instead of just developing a town, the game turned into developing a life. This game is known as The Sims. As early as 1993, Wright had the idea of creating a game with a virtual world. He, however, met resistance within his own company: "It was referred to as the toilet game. It was the game where you clean the toilet… [and known as an] interactive doll house” (Whitehead, 2011). Despite the rejections, Wright worked in secret and the first game was released in February, 2000 (Whitehead, 2011). To increase sales, interest, and money, in 2002, the Sims went online to create an online community with many Web 2.0 tools. In 2003, “The original Sims reached the PS2, Xbox and GameCube” (Whitehead, 2011). To keep up with the demand to and recruit new Simians, the company launched the Sims 2 in 2004. In 2005, “The Sims 2 landed…on PS2, Xbox, GameCube, DS, GBA and PSP, and also mobile phones” (Whitehead, 2011). Finally, the current game, The Sims 3, was released in 2009.

The Sims series started with managing a city to managing a life. The Sims 3 not only allows players to build a city and a to create a person, it also allows players to create a person that can look like anyone, dress the person, add tattoos, design and decorate a house, climb the corporate ladder, and live the American dream all through one simulation game. To see a timeline from SimCity to the Sims 3, check out the videos below.

The evolution of the Sims by Celesta920 and
The Sims 3: Official trailer by VisoGames























Advantages:

The first and biggest advantage of using any video game in education is that “video games cause participants to become excited and therefore produce a whole host of confounding variable such as motivation and individual skill” (Griffith, 2002, p. 48). Video games will help solve the motivation problems in the classroom. More advantages according to Dr. Mark Griffiths, professor, that video games are beneficial to students are:

  • Improves reduction in reaction time
  • Improves hand-eye co-ordination
  • Raises self-esteem
  • Fun
  • Engaging
  • Creates spatial visualization ability
  • Attracts all ages, genders, diversities, and educational status
  • Assists in setting goals and achieving goals
  • Novelty of the video game
  • Challenging
  • Incorporates technology
  • Teaches basic reading skills, civic responsibility, social skills

Additional advantages that The Sims 3 game is beneficial to students are:
  • Participatory
  • Realistic
  • Sparks creativity
  • Relatively cheap
  • Offered on many systems
  • Offers many free Web 2.0 tools as an addition to the game
  • Nonviolent

Disadvantages:

Of course nothing in this world is perfect. There are also a handful of disadvantages while trying to incorporate video games into the curriculum. Some disadvantages include:

  • Cost
  • Means
  • Cheat codes
  • Expansion packs and fun packs
  • Violent and/or sexual content
  • Aggressive behavior
  • Creates unhealthy habits
  • Little movement or exercise
  • Addictive
  • Reliability
  • Outdated systems
  • Lack of interpersonal communication




Concerns in K12 Education:

The first concern with incorporating any type of technology into the classroom is reliability. The game itself does not need internet connection. To access the Web 2.0 tools, however, the internet needs to be working and working fast. Also, the technology needs to be available. At least thirty computers in the school need to have at least the base game.

The cost and means in this day in age is definitely a problem. The base game costs $49.99. To add one expansion pack, it costs $29.99, and to add a fun pack, it costs $19.99. All of this would have to be multiplied by at least thirty computers to have the means to implement this video game into the classroom. To offset the cost, this could be a project as an option for students who have the program at home. On a positive note, the Web 2.0 tools are free on the website. The tools, however, are not fun if they cannot be played on the game.

Another major problem with The Sims 3 is the access to cheat codes. The game is designed to have players simulate a life through setting and working toward goals. Unfortunately, it only takes about twenty seconds and Google to search for cheat codes. Students will be able to find codes to have an unlimited supply of money, which defeats the purpose of setting and working toward goals.

The last concern is that The Sims 3 would have to be used for mature students. There is minor sexual content where players have the ability to have Sims “woohoo” in bed to create a baby. In an educational setting, it would not be important for students to know about this feature. As students explore the game, though, they will figure it out and share it with classmates.




Future Direction and Implementation Ideas:

It is hard to predict where EA and Wright will take The Sims series next. In the near future, another expansion pack will be released to add pets to the game. More expansion packs will continue to be created to keep current clientele and to recruit new Simians. In the future, one can predict that as technology improves, the game will enhance the graphics and options for players. A Sims 4, 5, 6, 7, etc. may also be in the works to keep the company profitable and to keep up with technology as the years continue.

An increase in The Sims community online will also hopefully expand. As of right now, The Sims is a singular player game. One can hope that engineers will mash the online community within the game where players can play with players around the world, much like World of Warcraft. As of right now, the online community is separate from the game. Players can exchange objects and ideas only online, not while actually playing the game.

The Sims and other video games will not become part of a whole curriculum in the public educational system. Instead, video games will be used as a means to teach in a project-based learning curriculum. One idea on how to incorporate video games in the classroom would be to use video games as a tangible tool to bring literature to life. For example, a freshmen class may be reading the novel To Kill a Mockingbird. The Sims 3 can allow students to create the town of Maycomb with the Create a World Tool to help students visualize the book. For students who have the game, they can actually upload this town and play the novel as a game to increase comprehension. Below is a video created showing the Town of Maycomb. The Sims 3, Microsoft Movie Maker, and YouTube were used in creating the film.

Maycomb by Holliferguson

Below are pictures using the Web 2.0 tool Create a World while developing the city of Maycomb taken by Holli Ferguson.
maycomb5.jpgMaycomb.jpg


maycomb_6.jpg

Another Web 2.0 tool found on thesims3.com website is The Sims Community where players can exchange objects, characters, cities, homes, stories, movies, and discuss the game. Below are pictures of the Sims' webpage, the Exchange, and the discussion forum.

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Courtesy of thesims3.com

sims_exchange.png
Courtesy of thesims3.com
sims_discussion_board.png
Courtesy of thesims3.com
The last option within the Web 2.0 tools is My Studio, which allows players to create movies and children's books about their Sims. Below is a picture of My Studio.

my_studio.png
Courtesy of thesims3.com
To incorporate this feature into the classroom, students could create characters and scenes from the novel. For instance, Atticus, Jem, Scout, and other characters can be created to match the characters in the book from the eyes of the students. Scenes from the book can be played on the game and filmed. The film can be uploaded to the My Studio to create a movie to show students all around the world. A children’s book can also be created in My Studio to tell the story to other students around the world. These are just a few options and ideas on how to implement video games into an English classroom as a project. Below are pictures taken by Holli Ferguson of characters and scenes from To Kill a Mockingbird.


Atticus sitting outside Maycomb Jail awaiting the mob

Atticus_at_jail.jpg

Jem, Scout, and Calpurnia

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Boo Radley's house

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